using Godot; using SupaLidlGame.Extensions; using System; namespace SupaLidlGame.State.Thinker; public partial class AttackState : ThinkerState { [Export] public float PreferredWeightDistance { get => _preferredWeightDistance; protected set { _preferredWeightDistance = value; _preferredWeightDistanceSq = value * value; } } [Export] public float MaxWeightDistance { get => _maxWeightDistance; protected set { _maxWeightDistance = value; _maxWeightDistanceSq = value * value; } } [Export] public float MaxDistanceToTarget { get; set; } [Export] public ThinkerState PassiveState { get; set; } [Export] public ThinkerState PursueState { get; set; } protected float _preferredWeightDistance = 64.0f; protected float _maxWeightDistance = 8.0f; protected float _preferredWeightDistanceSq = 4096.0f; protected float _maxWeightDistanceSq = 64.0f; public float[] Weights => _weights; protected float[] _weights = new float[16]; protected int _bestWeightIdx; protected static readonly Vector2[] _weightDirs = new Vector2[16]; static AttackState() { for (int i = 0; i < 16; i++) { float y = Mathf.Sin(Mathf.Pi * i * 2 / 16); float x = Mathf.Cos(Mathf.Pi * i * 2 / 16); _weightDirs[i] = new Vector2(x, y); } } public void UpdateWeights(Vector2 pos) { // FIXME: TODO: remove all the spaghetti Vector2 dir = NPC.Target.Normalized(); float distSq = NPC.GlobalPosition.DistanceSquaredTo(pos); var spaceState = NPC.GetWorld2D().DirectSpaceState; var exclude = new Godot.Collections.Array(); exclude.Add(NPC.GetRid()); // calculate weights based on distance for (int i = 0; i < 16; i++) { float directDot = _weightDirs[i].Dot(dir); // clamp dot from [-1, 1] to [0, 1] directDot = (directDot + 1) / 2; float strafeDot = Math.Abs(_weightDirs[i].Dot(dir.Clockwise90())); float currDirDot = (_weightDirs[i].Dot(NPC.Direction) + 1) / 16; strafeDot = Mathf.Pow((strafeDot + 1) / 2, 2) + currDirDot; // favor strafing when getting closer if (distSq > _preferredWeightDistanceSq) { _weights[i] = directDot; } else if (distSq > _maxWeightDistanceSq) { float dDotWeight = Mathf.Sqrt(distSq / 4096); float sDotWeight = 1 - dDotWeight; _weights[i] = (dDotWeight * directDot) + (sDotWeight * strafeDot); } else { _weights[i] = strafeDot; } } // subtract weights that collide for (int i = 0; i < 16; i++) { var rayParams = new PhysicsRayQueryParameters2D { Exclude = exclude, CollideWithBodies = true, From = NPC.GlobalPosition, To = NPC.GlobalPosition + (_weightDirs[i] * 24), CollisionMask = 1 + 2 + 16 }; var result = spaceState.IntersectRay(rayParams); // if we hit something if (result.Count > 0) { // then we subtract the value of this from the other weights float oldWeight = _weights[i]; for (int j = 0; j < 16; j++) { if (i == j) { _weights[i] = 0; } else { float dot = _weightDirs[i].Dot(_weightDirs[j]); if (dot >= 0) { _weights[j] -= _weights[j] * dot; } } } } } float bestWeight = 0; for (int i = 0; i < 16; i++) { if (_weights[i] > bestWeight) { _bestWeightIdx = i; bestWeight = _weights[i]; } } } public override ThinkerState Think() { // TODO: the entity should wander if it doesn't find a best target var bestTarget = NPC.FindBestTarget(); if (bestTarget is not null) { Vector2 pos = NPC.LastSeenPosition = bestTarget.GlobalPosition; NPC.Target = pos - NPC.GlobalPosition; Vector2 dir = NPC.Target; float dist = NPC.GlobalPosition.DistanceTo(pos); if (PursueState is not null) { // pursue the player if they can not be seen or is too far away if (dist > MaxDistanceToTarget || !NPC.HasLineOfSight(bestTarget)) { return PursueState; } } UpdateWeights(pos); if (dist < 40 && NPC.CanAttack) { if (NPC.Inventory.SelectedItem is Items.Weapon weapon) { NPC.UseCurrentItem(); } } } else { return PassiveState; } return base.Think(); } public override ThinkerState Process(double delta) { if (!NPC.ShouldMove || (!NPC.ShouldMoveWhenUsingItem && NPC.Inventory.IsUsingItem)) { NPC.Direction = Vector2.Zero; } else { NPC.Direction = _weightDirs[_bestWeightIdx]; } return base.Process(delta); } }